Dual-Wield Melee Ranger Knight build! | Baldur's Gate 3

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Baldur's Gate 3 where not only is a heavy armored dual wielding Ranger Knight build viable it's strong fun and unique now any finesse weapons will work with this build and you'll still get to take advantage of things like sneak attack Hunters Mark and extra attacks for additional damage fight in the open or soak away in the shadows it's your choice the gameplay is straightforward so let's go ahead and cover the build at level 1 we're obviously going to select the Ranger and for favorite enemy we're going to pick the ranger Knight this is going to give us skill Proficiency in history as well as armor proficiency with heavy armor very important for this build since we're going with a melee based build we're going to be subject to a ton of attacks coming our way and the higher the armor class the better now for our natural Explorer this may vary depending on which character you're using if you're using your main character or even respecting a different companion Beast Tamer is a pretty good option however if you're using Minsk specifically find familiar will not work in conjunction with boo you can only have one or the other out it will dismiss whichever one you have cast first so in this case we're going to pick Wasteland Wanderer this is just because fire is the most common of the elements that can be selected lastly Urban tracker isn't a terrible option either especially if you don't have anybody covering the thieving skills in your party in my situation I have this covered so I'm able to go for that fire resistance here for ability scores we're going to talk about a Loadout that will work from Level 1 to level 12. if you have access to End Game Gear this could change dramatically there are several pieces in the game that allow you to change your stat to a specific number once you equip it for strength we're going to put this at 10 we don't want any negatives here and we want some ability to jump because it's actually going to be a somewhat useful Mobility tool for us we will eventually have access to Misty step in this build because we just want that increased Mobility as well however we don't want to make sure that we have any negatives here because you will make use of this more than you think to close gaps and so forth dexterity we're going to boost to 17 for now we will eventually boost this up all the way to 20 and again you may find items in the game that can boost this further but for the sake of this guide we're just going to cover a general build Constitution we're gonna go to 14 we're going to focus primarily on concentration spells and because of that we want to have a relatively decent saving throw with our constitution in fact we're going to reserve the majority of our spell slots for concentration spells so you want to make sure that you have Constitution here whether it be for the saving throw or just the additional hit points being on the front line intelligence as well as Charisma we can tank down to eight we're just not going to use these stats whatsoever and we need the points in better spots Elsewhere for wisdom we'll go up to 16 using the additional bonus point we're actually going to leave the wisdom here for the course of the game and again if you find things during the playthrough that allow you to boost this you certainly can but since the majority of our spells are not going to Target enemies they're in fact going to Target ourselves we will have some that Target enemies so we want a decent score here but we don't need to go to an excessive level for scope efficiencies I find Athletics nice just because we're on the front line same for acrobatics stealth we will be making use of this whether we are going to multi-class or state a pure Ranger stealth is actually handy you can have this character stay out of combat while hiding and then choose when to initiate and engage in combat dealing some large amounts of damage to the added stealth that just allows you to do that easier nature I just you really have to put a point somewhere I don't have nature covered personally so I chose that but you could go with any of these other remaining options at level 2 we get a pair of spells as well as a fighting style for the Spells we're going to select Hunter's Mark as the first choice this is going to Mark a creature dealing an additional one to six damage whenever you hit it we're dual wielding so we'll get twice the benefit out of this spell is also incredible because you get to cast this once and if the target dies you can recast it onto another Target without using another spell slot on top of that it's a bonus action meaning you can start your turn off casting the Hunter's Mark then run up to the Target and use your regular action to take advantage of this in the same turn second we're going to take longstrider this is going to increase the creature's movement speed by 3 meters this lasts until long rest meaning that we can cast this at the start of the day and have it just benefit us throughout the entire day again we want to make sure that we're mobile with this character and have the ability to get on the targets that we're looking to pick off for fighting style we're going to select two weapon fighting again we're dual wielding and when you make an attack with your offhand weapon you can add your ability modifier to the damage to the attack this is going to increase this dramatically giving us a lot more damage at level three we'll get an additional spell as well as a subclass choice and for spells I like to take enhanced leap at this point you can cast this before combat and it'll last for 10 turns so if you know that there's most likely a fight Brewing you could cast this initiate the dialogue and then take advantage of this once the combat begins and that would allow you to still have an action say using your melee attack once it begins rather than having to waste a turn buffing yourself with this to get to the location of an enemy for subclass any of these are viable for the purpose of this guide I'm going to cover gloomstalker because I think that's the most popular but I want you to know that I've tried all three of these and they all work gloomstocker is going to give us dread ambusher this is a plus three bonus to initiative just nice for getting that first turn of combat you're also going to get an additional three meters movement speed on the first turn as well as being able to make an attack that deals an additional 1d8 so again we're just stacking Mobility here we want High initiative which is part of the reason we're using dexterity instead of strength for this build and on top of that we're getting more and more damage and this is just going to continue to add up as we add more levels to the build Superior dark vision we can see up to 24 meters this is nice we don't get a huge Advantage from this for this particular build there are ranged versions of the gloomstalker which get more benefit out of this but nonetheless this will still help in certain situations dread ambusher hide you can now hide from enemies by succeeding stealth checks as well as umbral shroud you can wrap yourself in Shadows to become invisible if you are obscured overall just really a very versatile build that you can get into the mix of things and then once you've been seen or opened in combat since you're wearing heavy armor you don't have to worry so much about getting out immediately but you can if you want at level four we'll get our first feat what I like to select here is athlete this allows us to increase our dexterity to 18. additionally when we're prone standing up uses significantly less movement and our jump distance also increases by 50 percent this is just going to increase the mobility of this build the most important thing for us is to get to targets be able to move from one to another because this build is going to specialize in basically getting on key targets and picking them off with large damage level five will gain a second level spell as well as an additional attack this extra attack is just going to increase our damage very nice to have first spell here I like to select pass without trace and this is just going to give us some added utility increasing our stealth check while outside of combat and again you're just able to get to where you want to be and open on the correct Target to maximize your chance of success in the battle for a gloomstalker we'll actually get Misty step this is going to dramatically increase our Mobility this does cost a spell slot so make sure that we're using the sparingly because we don't have an enormous amount of spell slots with this build at level six we'll get to pick a favorite enemy and another natural Explorer for the favored enemy I'd like to select Bounty Hunter at this point honestly you could go with any of these choices whatever you feel will benefit you the most in this case creatures you hit within staring strike either Ranger melee have disadvantage on their saving throw I just find this the most useful out of the options here is really Ranger night that we're after and we already have that natural explore at this point I pick up the Wasteland Wanderer cold this is the second most common of the elements available here and again if you took one of the other choices B steamer or Urban tracker for the first time you could obviously select fire for the second time here level seven will gain another spell as well as a subclass feature iron mind this will allow us to have Proficiency in wisdom and intelligence saving throws for the spell this point I like to pick up Spike growth just basically a large AOE that has half movement for anything within it and creatures walking on the spikes take 2d4 piercing damage for every 1.5 meters that they move it just gives you a little bit of control keep in mind this is a concentration spell so if you have Hunter's Mark on a Target casting this will then remove the Hunter's Mark and you'll have to reapply it at level 8 will gain a class feature as well as another feat for the class feature we get land stride difficult terrain you become an expert at moving through the Wilderness difficult terrain no longer slows you down this is just an amazing pickup for us we can essentially just move wherever we want without reducing our movement speed very nice especially for this class having limited Mobility for the feet at this point we want to pick up ability Improvement to push that dexterity up to 20. at level 9 you'll have to make a choice and honestly they're pretty equal overall it's just more of a preference this is whether you want to go to level 12 as a ranger going to level 12 as a ranger will give you the spell fear at level nine for your subclass as well as stalker's flurry at level 11. stalker's flurry allows you to re-roll a Miss on an attack so this can add up to being a good source of damage overall if you go the root of being a rogue you'll get a feat when you have four levels in that as well as at level three the subclass thief will give you an extra bonus action per turn I find the Thief root not only more consistent but you get some additional proficiencies which round out the character really nice so that's what we're going to show here so we'll put our first level into row here for abilities like I said we'll get these additional proficiencies this point I like to take stealth as well as double sleight of hand and this is just going to round out the build now if you don't have thieving skills covered this will be a really good boost if you have somebody that's very proficient in those you could still take something like Athletics or even acrobatics here and round out your character more so in that regard ultimately up to you and what should the rest of your party composition has at level 10 with the second level in Rogue we pick up three actions and I feel that these are very underrated by a lot of people cunning action hide this counts as a bonus Action cutting action Dash which is a bonus action as well as cutting action disengage and this is my personal favorite here as a bonus action you can disengage from the target so why this is nice for this particular character is if we kill Target say as combat starts and then the enemies swarm on us well we can use this bonus action on our next turn walk freely away from those enemies and then get on another key Target say another caster and take that one out as well without suffering multiple opportunity attacks really works well for this build at level 11 we'll take our third level into Rogue this gives us access to our subclass in this case we're going to pick the thief and the reason for that is we get fast hands we get an additional bonus action just adds utility or allows us to make an additional attack also gets Second Story work you master the art of falling and gain resistance to Falling damage this certainly doesn't hurt it's not the best ability in the game but it's certainly useful from time to time at level 12 we'll put a fourth level into Rogue and this is to get access to another feat and there are an enormous amount of options here and hopefully I get them all you could take ability Improvement if you had a stat that you wanted to boost up by two or perhaps you found something during the playthrough that made one of these other stats increased and you wanted to boost it even further you could take alert this will give you even more of a bonus to initiative and you can't be surprised this character has pretty good initiative but if you wanted to ensure that you basically ACT first every time that's an option you can take defensive duelist when attacked while wielding a finesse weapon which we'll most likely be using that you're proficient in you can use a reaction to add your proficiency bonus to your armor class this is just another great defensive tool to add on top of the heavy armor that we have dual wielder is an option you get a plus one bonus to Armor class just all the time basically for having two weapons equipped you could also take heavy armor Master this will increase your strength by one which we aren't so interested in this unless you've picked up another Point elsewhere what we really want from this is the incoming damage from non-magical attacks decreased by three while you're wearing heavy armor that's just really mitigates a ton of damage as you go throughout the playthrough we also have other options further down you could take something like Savage attacker when making weapon attacks you roll your damage dice twice and use the highest result this does add up to a significant amount of damage since we're dual wielding and getting a large number of attacks adds a lot more consistency to the damage die and will increase the damage overall Sentinel is also a choice like I said a ton of options you can go here ultimately the choice is up to you personally what I've been using as of most recently is actually this defensive duelist and I've had pretty good success with it so I'm going to keep using this in this situation this build works well from level one all the way up to level 12 or max level you also don't have to worry too much about equipment there's a lot of pieces of equipment that'll benefit this build essentially you can wear your best piece of heavy armor just for added mitigation a pair of finesse weapons to dual wield a ranged weapon for when you can't get into melee range and the rest of the pieces of gear can either buff or damage or add utility for you to utilize with this build as well as always thanks for taking the time to watch and have a great day
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Channel: Lida Gaming
Views: 26,175
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Length: 12min 51sec (771 seconds)
Published: Wed Aug 23 2023
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